
How to use this creature in practice
Melee core and holding approaches
Black Dragon should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Combat movement 7 and Initiative 50 are separate. Choose a reachable target by current order and the actual physical or magical attack type.
- Magic immunity: Black Dragon cannot normally be selected as a spell target and takes 30% less magic damage. These rules do not automatically reduce every area-based magical hit to zero.
- Withering Breath: Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
- Might damage
- 59–65
- Magic damage
- —
- Might protection
- 45 %
- Magic protection
- 53 %
- Health
- 310
- Initiative
- 50
- Combat movement
- 7
- Ranged reach
- —
- Morale
- 8
- Luck
- 8
- Reference growth
- 2
Cost per creature: 2200 gold + 1 crystals
Abilities and limitations
Magic immunity
Black Dragon cannot normally be selected as a spell target and takes 30% less magic damage. These rules do not automatically reduce every area-based magical hit to zero.
Withering Breath
Dark breath adds continuing damage when the target acts. It starts at 15% of base damage and rises by 1 percentage point per round to 20%; the initial hit is not the entire effect.
Heart of Darkness
Each Shadow Dragon or Black Dragon adds 0.5% to Dark ability damage and duration, capped at 5%. Additional creatures beyond the cap do not raise this bonus.
Terrifying Presence
Nearby enemies face a 20% chance of incapacitation and an 80% chance of losing 15 morale. Check whether the target is susceptible to these effects.
Disciple of Malassa
The Dungeon creature gains 10% Dark protection and 10% Light vulnerability. Healing Light spells can damage hostile Dungeon creatures.
Living
Can receive applicable healing and resurrection and is affected by morale. A particular spell must still satisfy its own targeting rules.